The entrance to the dungeon is found under a rock formation in the north of the desert. Specifically the entrance is on the south-west side of the formation and can only fit a crouching human and very small dino.

The entrance place has spikes popping up so be cautious of these. Once the player has entered, they are met with a maze like room with buttons scattered around the walls. The buttons are allocated letters, some are duds and the others must be pressed in a certain order to proceed through the dungeon. The entrance to the next area is in the enclosed room directly opposite the rooms entrance (Next to the dud "L" button), take note of where it is as you will need to run there as the floor opens once the button is pressed and shuts after a certain amount of time.

The buttons need to be pressed in this order GRÁTA (GRÁTA). There are 3 button easily accessible: "G", "Á" and "T" however the other two need finding. The "R" button is over the wall to the north west corner of the room, it is accessible by jumping along the edges, upon the two buttons places diagonally on the wall. The final button "A" is in the little box up in the south east corner, on the roof. To access this, the player will need to jump onto the "T" button off the pile of rubble next to it, making their way around the western edge of the room and jump up the walls that step up. Be careful as wrongly timed jump with knock the player down to the floor. The next aim is to get on the roof at the center of the room where from the player can sprint jump into the box with the "A" button.

Once pressed in order the floor opens a long shaft dropping down to the next area. As players drop into water no parachute is required there.

Swim towards the corridor and make your way down it. You come to a dead end, however once you move close enough the door will open CAUTION do not run straight into the room. The large statue at the back of the room will spit fire at the player (A lot of health potions advised) if the wrong path through the room is taken. The two exits to this room are at the back of the room, either side of the statue and decide the path the player will take through the labyrinth. If you are prone (lying down) the flames will not activate (only on the flat ground).

Once again the room is full of buttons, the button that opens the right-hand door is immediately left on the rear wall as you enter the room. Alternatively, the button that opens the left-hand door is underneath the statue protruding out of a pile of rubble.

At this point you will need to split your group or rerun the Dungeon later following the other way to obtain all artifacts of the dungeon.

A jumping puzzle is up next if the right door was chosen. In order to continue players must press the button on the right hand side to raise the wall. Players need to jump their way through the puzzle. Be prepared to fall a lot and getting back to the beginning of the roomby climbing a fallen column. As it is quite dark the use of any light source (e,g. Torch or Abberrant Shoulder Pet) is highly advised. Part way through, the platform just before the column wedged between the two walls is a pressure activated trap which releases gas around the player. You can either lie down and face the wall to get away from the gas or quickly jump onto the next platform (the column). Once at the end, the next room will be full of Onycs and within this room the right hand button next to the exit opens the door.

The loot crate is trapped with arrows shooting at the player if they get too close, but can be opened by slowly edging towards it. The button that opens the exit here is on the left hand side BUT is the one closest to the exit, the other button next to it is a trap and releases a cluster of Grenades.

In addition to these traps there are hidden spikes in the floor that will immediatly kill you, should you fall into those.

The exit is the door on the other side where the narcotic trap is.
To open the exit you need to find 2 doors and a button in the middle.

Press the button in the middle on the right rise a door to a small room full of spikes opens press the button on the right side of the torch, this opens the right door. Now you need to be fast After you go through the right door, turn left and press the button under the torch. It opens the door further forward (usually a drop is there).

Run further till you find a drop (it is usually there) and 3 buttons on the felt side. To make is easy press all 3 (left button opens a door to a room behind the left door, right button opens another door to the same room behind the left door, the middle button is a sequence to open the exit).

Run back where the 2 doors are to find that you opened a room that was behind the left door. You can see a button in the middle and 2 on the right press all 3. (middle button opens a door to go further back, top right button opens to a red drop, bottom right is the second button in sequence to open the exit)

Now run like hell to where the narco trap is and on the right side is the exit.

Shooting traps on the ceiling. To continue you need to open the door at the end of tunnel, the button to open it is on the left side where you enter the tunnel (in-between the pillar and the wall), press it and run to exit.

Which ever path was taken at the Fire Statue room ends up in this final room, an oasis full of ruins, Megaloceros and at the end are the Artifact Of The Devious and Artifact Of The Massive behind a barrier. To disable the barrier, the player must defeat the spirits (Direbear and Direwolf that appear as ghost-like versions of these creatures). If the spirits aren't present then attack the Megaloceros and they shall appear (in order to get any of them to spawn at all, either a player or tamed creature MUST die in the sacrifice room).

The direbear and direwolf will spawn in pairs and in waves, starting at level 50, and raising another 50 levels every wave, ending at level 250 (keep in mind that a level 250 direbear will hit hundreds of points of damage on lightly armored targets). Bolas, tranquilizers, and traps may be useful to keep them in place (although this has not yet been tested). In larger groups, shields may also be utilized to tank while other players attack with ranged weapons.

After killing the spirits a message will appear saying "The spirits have calmed", the border vanishes and the artifacts can now be achieved. The exit to this room and the Dungeon is now accessible via the larger water grate.

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